Paladin
Base Class: Paladin

Paladins who take the Oath of Gloaming understand that there is good and evil in all, and are concerned with zealots, fanatics or tyrants who resort to violence to impose their wills. You will often find these twilight defenders meditating during the day. When they are not opposing any larger threat, they patrol the roads after dusk, ensuring the peaceful passage of travelers. They are friends of pilgrims, merchants, and anyone who might find themselves on the road at night.  

Tenets of Gloaming

Meditation. Introspection. Exploring the darkness within, so that it does not overtake the light. Accept the darkness in others, and do not try to change them. 

Balance. There can be tyranny of good as well as tyranny of evil. It is possible for a glorious purpose to lead to persecution, or the infringement of the liberty of others. Do not be swayed by fanaticism or religious zeal, and instead embrace free will. 

Warmth. The night can be cold. Be warm in countenance. Exude this warmth from the inside, as though you were a shelter. If you provide someone with a warm meal, clothes, or help them build a fire, you have lifted them from weariness and touched their life. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Gloaming Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Gloaming Spells
Paladin Level Spells

3rd

create bonfire, expeditious retreat

5th

aid, create food and water

9th

branding smite, haste

13th

find steed, freedom of movement

17th

dispel evil and good, sunburst

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Day's End. As a bonus action, you channel the restorative glow of the hearth. A warmth radiates from you that can be felt 5 ft. away and lasts for 1 minute. Allied creatures in this 5 ft. radius become heartened. Once per turn for the duration, creatures who are heartened add their Charisma modifier to their attack roll. If the creature has a negative modifier, treat it as zero.
  • Vespers. As an action, you channel the strength of prayer spoken at dusk. You can feel the power of others' prayers, restoring health with your movement. After moving any distance up to your walking speed, restore 1d6 + your Charisma modifier (minimum of 1). You must move before recovering health. After healing, you are shrouded in a protective aura for 1 minute, increasing your AC by 1. 

 

Aura of Reassurance

Starting at 7th level, your presence reassures nearby creatures who have been hurt and rallies them when they recover. After healing hit points, you and creatures of your choice within 10 feet of you gain advantage on the next attack roll. 

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Twilight's Peace

At 15th level, you can meditate on the stillness of nature as night falls. Once per day at twilight, you can take a short rest and restore two spell slots. The spell slots must be 4th level or lower. 

Champion of Eventide

At 20th level, you learn to embody the balance of light and dark. As an action, you recite your own vespers to gain the following benefits for 1 minute:

  • You have advantage on WIS (Insight), INT (Religion) checks and you double your walking speed.
  • Allied creatures within 10 ft. of you adds their CHA modifier to damage rolls as Radiant damage.
  • You can take the Help or Dash action as a bonus action.
  • Any healing that is the result of an action or bonus action that you perform is doubled in value.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes